This last one is almost an hour and a half long, but it’s fascinating; using a technique with a “displacement map,” which looks very much like a greyscale heightmap or bumpmap, a simple torus is turned into a menacing alien spaceship – all the “modeling” is done with a single square texture (there may be more to it than that, it’s an .exr file according to the forum info linked at YouTube). Nyah, nyah! I use the spec map for displacement so I only need to generate the two maps. The tutorial from TheGameCreators.com was my original starting point for a Second Life-specific tut on how to create the extra textures using GIMP that can be used to add depth and shine to objects inworld once the new Materials Project viewer is released (and all the other third party viewers can show the work they’ve already done). adjust the input levels towards the middle. Now, youâ€™re set up to create your normal map. ( Log Out / â€” Read on www.blendernation.com/2018/04/04/blender-landscape-tip-weight-painting/, I've noticed quite a few meshes in-world often have black lines on their textures, either on the edge of the mesh's UV seams, during download, or... Change ), You are commenting using your Facebook account. I think somebody got a little SEO-happy trying to get some linky-love, but sucks-boo to them, this blog gets very little traffic! Open your texture in GIMP, and in the layers tab in the toolbox, right-click on the texture and duplicate the image twice so you have three layers of the same texture. I had fooled around with the first tut and produced some images that kind of looked right, but didn’t really have the specular one figured out right. Blender landscape tip weight painting - BlenderNation The easiest way to do this is to click the eyes next to the layers to toggle their visibility. The Bump map was not the same as the Normal map. â€” Read on community.secondlife.com/forums/topic/419611-tutorial-texturing-your-meshes-without-having-black-lines-or-seams/. Scale the Diffuse Map as needed (using the Mapping Node) Duplicate the Texture Node. The reason for this is, that an image texture is merely a flat projection on your model. Hit “OK”. Blender 2.8 Download – https://www.blender.org/2-8/, Blender 2.8 Shortcut Keys – https://developer.blender.org/T55194, HELP FUND BLENDER! It has help me answer questions I have had for a long time. Work on adjusting the brightness and contrast levels after making the image seamless as making an image seamless can leave some unevenness behind. You can find the free download here. I use the spec map for displacement to give my textures a little bump. Reshow the normal map again, and it should be less reflective. Check “Enable bump mapping”. 33.7K subscribers 1. This filter creates a 3D effect by embossing an image (the card) and then mapping it to another image. Which would make sense given that the Second Life Materials Data page uses “Environment intensity” to describe the alpha section of the Specular map on the table. It’s similar to what Kat Fetisov did (who doesn’t seem to be the same as Kat from KatsBits). Anyway, I tried to follow the tut that follows earlier and it seems pretty straightforward, but there’s a catch. Then set your foreground and background colors – use a solid brown (not too dark) and a medium-ish grey. Save and export in your preferred format. This site uses Akismet to reduce spam. Select filters scroll to normal map in the normal map tab just click ok. Click file export, select your texture folder and click export and your normal map is ready to use. Those that don’t want to use or learn GIMP can give xNormal a whirl, though the UI looks sort of dopey, like Anakin Skywalker’s Leap Pad (with an early version of the Death Star, apparently). I use a normal map and spec map with my textures. This site uses Akismet to reduce spam. thanks a lot. The original model was probably generated with a high-poly model, then applied on a low poly model. So to save all three images separately, make only one layer visible at a time, and with it selected save the image as a .tga file (_D, _S, _N). Learn how your comment data is processed. Select color scroll down to desaturate. In the middle, the bump map : a grayscale image, where black pixels will emboss backwards and white pixels will emboss forwards. With this in mind look at the image opposite; it’s called a heightTemplate and has been constructed specifically for the creation of a normal map using one of the bump map tools. Creating the Normal map In Gimp: Open up your texture in Gimp. It is the same as putting a picture on a wall the photo is only a flat projection. Change ), You are commenting using your Twitter account. – the heightTemplate should only contain basic layout and height/depth information – a ‘block out’ of the physical attributes of the object in question – surface noise and fine details will be added later in game by the heightmap. Select the hidden clouds layer as the bump map image, For the materials tab, play with the settings, each between about .20 and .35. If you have gimp you have the power to generate these maps within that one little program. According to this tutorial from Kat’s Bit’s, that’s just how NOT to make normal maps from images or photographs. Open the Diffuse (Color) Map you exported in GIMP. Do that and it will only save the layer you toggled visible. – https://fund.blender.org/, Brick Wall – https://www.wildtextures.com/free-textures/partially-ruined-brick-wall/, Open any downloaded texture image in GIMP (The link to the brick image is in the description), Right-click on the Texture Layer and choose “Add Alpha Channel”, Under the View menu make sure Show Guides, Snap to Guides, and Show Rulers are all checked, Using the Rulers, drag out a vertical and horizontal guide, Using the Rectangle Tool, make a selection on the left-side of the bricks (up to the vertical guide), Cut the selection out (CTRL + X) and then paste it back in place (CTRL + V), Right-click on the new floating layer and choose “To New Layer”, Using the Alignment Tool, select the cutout selection and move the cutout section to the right-side of the image (choose “Align Right Edge of Target”), Right-click on the Pasted Layer and choose “Add Layer Mask” – make sure White is selected in the pop-up window and click “Add”, Make sure you have the Mask selected and use the Gradient Tool to fade between the two sections of the image, *OPTIONAL* Using the Paintbrush Tool, you can make any changes to the right-side of the image as needed [TIP: White reveals and Black conceals], Right-click on the Pasted Layer and choose “Merge Down” to merge the two layers, Repeat the process for the horizontal-top section, Using the Crop Tool, select the brick texture and click “Enter” to remove the blank areas, Open the tiled texture image you just saved, Right-click the Texture Layer and choose “Duplicate Layer”, Rename the new layer “Normal” and hide the original Texture Layer, Make sure the Normal Map Layer is selected and go to Filters > Map > Normal Map (change the Filter to 9X9), Right-click on the Normal Map Layer and choose “Merge Down”, Right-click the Normal Map Layer and choose “Duplicate Layer”, Rename the new layer “Specular Highlights” and hide the original Normal Map Layer, Make sure the Specular Highlights Layer is selected and go to Filters > Edge-Detect > Neon, Desaturate the colors by going to Colors > Desaturate > Desaturate (Mode: Luminance), Select the entire image (CTRL + A) and copy it (CTRL + C), Paste the selection (CTRTL + V) into the Specular Map project, Right-click on the Floating Layer and choose “To New Layer”, Move the Pasted Layer below the Specular Highlights Layer, Select the Specular Highlights Layer and change the Mode to Screen, If you hide and unhide the Specular Highlights Layer you will notice that there are now highlights on the brick texture image, Select the Specular Highlights Layer and right-click and choose “Merge Down”, Selected the Pasted Layer and go to Colors > Brightness and Contrast and turn the Brightness all the way down and click OK, Open Blender and change to the Cycles Render (and GPU Compute – if available), Under the Shading workspace, use Node Wrangler (CTRL + T) to add the proper texture nodes, Open the Diffuse (Color) Map you exported in GIMP, Scale the Diffuse Map as needed (using the Mapping Node), Change the Color Space to Non-Color and open the Specular Map you exported in GIMP, Connect the Color output of the Texture (Specular) node to the input of the Specular of the Principled Shader node, Add a Normal Map node (Vector > Normal Map), Connect the Color output of the Texture node to the Color input of the Normal Map node, Connect the Normal output of the Normal Map node to the Normal input of the Principled Shader node (adjust the Strength as needed).
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